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Anonymous /vrpg/3774695#3774807
6/3/2025, 7:41:12 PM
>>3774786
>That's level scaling to me
Except it's not.
An old area that only had wolves and small weak monsters suddenly being changed to have orc camps and orc patrols that are far more dangerous:
>doesn't get in the way of the satisfaction of getting progressively more powerful that you can easily tell from how challening older enemies are
>improves world building and makes the world more dynamic
>makes more sense that orcs are the more powerful enemies instead of some rabbit now suddenly being able go toe to toe with someone that otherwise beats up ogres and wyverns

>>3774789
>Changing enemy behaviors and formations proportional to the scaled-to level is the ideal situation.
That is also a bad idea if they are perceived as the same enemies, only for some reason these are now suddenly hyper organized and badass.
You should at the very least have a new enemy type (or current one from later areas) that togeher with the older enemies make them more dangerous.

Like you've fought individual red cap goblins before that were moderately challenging. But now when they have other goblins from the older area around them, they make them more organized and whip them into a frenzy. This could contextually explain any potential stat boosts they might have and also change old and new encounters.

Even things like shooters do it all the time. Where you might face 1 shotgun enemy and 2 grunts. Then you might fight 2 snipers pinning you down, while 2 shotgun enemies flank you from the side.